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BSSRDF: Bidirectional Surface Scattering ReflectanceDistribution Functions
Jared M. Dunne
C95 Adv. Graphics
Feb. 7, 2002
Based on:
"A Practical Model for Subsurface Light Transport"
Henrik Wann Jensen, Steve Marschner, Marc Levoy and Pat Hanrahan
What is BSSRDF?
• Bidirectional surface scattering reflectance distribution function
• In other words… An equation that determines how incident light reflects and scatters from a surface
• Also, simulates how light reflects off of and throughout a surface
Example: Skin
BRDF
• Bidirectional reflectance distribution function
• Simplification of BSSRDF
• Assumes that light entering a material leaves it at the same point
• Usually tries to approximate surface scattering in some way
BSSRDF v. BRDF
• BSSRDF allows simulation of light transport
• Light can enter a material at one point and be reflected at another point.
• BSSRDF Translucence, Color Bleeding
• BRDF Opague, Hard-looking…
• But… BSSRDF is EXPENSIVE
BSSRDF v. BRDF
BRDF BSSRDF
BRDF BSSRDF
Example
The Theory
• Outgoing radiance at point x0 is computed by integrating incident radiance at points xi over the surrounding area and incoming directions wi.
Hendrik Wann Jensen et al
• Basic Idea: Break into two parts
• Diffuse = the radiance at a given point due to light transport within the media, via an approximation of the scatting
• Single Scattering = the first order scattering from a surface… BRDF reflection + light refracted through the material
Diffuse vs. Single Scatter
The Diffusion Approximation
• In highly scattering media (like milk), light scatters many times (often several hundred)
• Causes a lot more calculations, more expensive (if you use full BSSRDF)
Diff. Approx. (cont.) = Sd
• It is observed that in such materials the scattering becomes isotropic (in all directions) even with a highly focused light distribution.
• So the following two-term approximation is used:
radiant fluence
vector irradiance
Single Scattering Term = S(1)
• The light which refracts directly through or reflects off of the material
• Directional component of incident light
• Jensen (et al) extend a BRDF model (Hanrahan and Krueger) to achieve this scatter
Putting the two together…
• So Jensen’s model of BSSRDF becomes:
• Or:
• BSSRDF = Diffuse Approximation + Single Scatter Term
Light propagation
• a = Absorption Coefficient
• s = Scattering Coefficient
• t = Extinction Coefficient = a + s
• These are used in the volume rendering equation, which describes how light moves through a medium
Getting the Coefficients
Got Milk?
Marble bust
1.3 Million Triangles
BRDF: 2 minutes
BSSRDF: <5 minutes
Monte Carlo: 1250 minutes
Stanford Bunny
Future Plans of Hendrik Wann Jensen
• In an interview of Jensen by CGarchitect.com:“I would like to combine the BSSRDF with photon mapping, and also work on making these algorithms generally available and easy to use for complex models.”
FinalRender
• First Render Engine to support BSSRDF
• More Info: http://trinity3d.comhttp://trinity3d.com/productinfo/FinalRender/finalrender.shtml